Warlock
Base Class: Warlock

Hidden for most of time, few beings know of the Chains of Creation. Older than the gods themselves, this primordial force helps hold together the various planes of existence. The power of the Chains is drawn upon, usually unknowingly, when creating things with magic and when binding powerful forces so that they can be used or contained. You have discovered and somehow touched the raw essence of the Chains of Creation, and in doing so you have bound yourself to them and their purpose. You have been gifted with the ability to tap into their primordial strength in order to help keep reality itself bound together.

Expanded Spell List

The Chains of Creation let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you

Chains of Creation Expanded Spells
Spell Level Spells

1st

command, entangle

2nd

arcane lock, web

3rd

conjure animals, protection from energy

4th

conjure minor elementals, resilient sphere

5th

geas, planar binding

Bonus Cantrip

Starting when you make your pact at 1st level, you learn the mending cantrip. This does not count against your number of cantrips known.

Chained Combat

Beginning at 1st level, you have proficiency with chain shirts and chain mail armors, flails, and chains (as weapons)                                                                                                                                                                                                                 

Name Cost Damage Weight Properties

Chain

5 gp

1d8 bludgeoning

10 lb.

Reach

Thin Chain

10 gp

1d6 bludgeoning

5 lb.

Reach, Finesse 

Chains of Binding

Pact of the Chain. If you take on this pact boon, you do not need material components to cast find familiar, and the creature may be a celestial, elemental, fiend, or fey spirit.

Starting at 1st level, you are able to conjure spectral chains that wrap around a target creature of Large or smaller size that is within 10 feet of you. The creature must make a Charisma saving throw against your spell save DC. If the saving throw is successful, the chains instantly evaporate to nothingness. If the creature fails, it is restrained until the end of your next turn as the chains finish wrapping around it, solidify, then fade away. Once you use this feature, you can't use it again until you finish a short or long rest.

Manifest the Chains

At 6th level, you are able to briefly make portions of the Chains of Creation visible and solid. As an action, you cause chains of magical force to appear around you, criss-crossing the ground, air, and water in an unmoving 30 foot radius, 30 foot high cylinder. The area becomes difficult terrain for everyone except you, even for creatures capable of ethereal or incorporeal movement. Nothing can move or damage the chains, and they fade away after 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.

Slip Your Chains

Starting at 10th level, you effortlessly slip free of things that would restrain your movement. You are able to automatically slip free as a bonus action when you are [Tooltip Not Found] or grappled, and you have advantage on saving throws made to avoid being paralyzed or  petrified.

Call the Chains of Creation

At 14th level, you are able to call forth fragments of the Chains of Creation. Spectral chains appear, twisting and moving through the area until the work is done over the course of 1 minute. Choose one of the following effects.

  • You create a portal to an extradimesional structure, casting magnificent mansion without the use of a spell slot.
  • You assemble a single, complete structure from available, unsecured building materials inside a 100-foot radius, such as cut lumber, shaped stone, and iron hinges. This could be something like a house, stable, ring of standing stones, or even something like an arched bridge.
  • You repair all damaged structures and nonmagical objects of your choice in a 100-foot radius circle centered on the point you begin this effect, with all such structures regaining 50 hit points on each of your turns for 1 minute. If the area was subject to an earthquake, the chains draw any creatures out of fissures in the area and then close the fissures as well. Once you use this feature, you can't use it again until you finish a long rest

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